Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wooden Greatsword +2 rare SJ-DC-YZ – 02 – 01 – Where the path may lead us SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Weapon (greatsword), rare

You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light

Waythe legendary DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon (greatsword), legendary (requires attunement)
Martial weapon, melee weapon
6 lb. 2d6 slashing - heavy, two-handed
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.

Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Wand of Polymorph very_rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Paralysis rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wand, rare (requires attunement by a spellcaster)
Major tier
1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Tome of Clear Thought very_rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Wondrous item, very rare
Major tier
5 lb.
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

The Red Death (Guardian Boots of Speed) rare WBW-DC-VMT-02 Court of the Owl King WBW-DC-VMT-02 Court of the Owl King Show
Notes:

Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:

Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”

Tentacle Rod common DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Tentacle Rod common DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Tentacle Rod rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Tentacle of Mending uncommon FR-DC-MIND-01 Mindflayed Adventures FR-DC-MIND-01 Mindflayed Adventures Show
Notes:

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Unusual Material: This "Rope" is a tentacle and it defies every logic known to mankind.

Stone of good Luck uncommon DDHC-MORD-04 PUDDING FAIRE Trade Log Show
Notes:

Wondrous Item,
Uncommon, Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

This palm-sized stone is cool to the touch and carved into
the likeness of a beaming halfling face. While you hold
the stone, you gain advantage on Charisma (Persuasion)
checks made against good-aligned halflings.

Staff of Withering rare DDHC-CM-16 Alkazaar's Appendix DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Staff of the Woodlands rare DDHC-CM-17 Xanthoria DDHC-CM-17 Xanthoria Show
Notes:

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Staff of Swarming Insects rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Staff of Swarming Insects rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
Major tier
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning - versatile (1d8)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Staff of Frost very_rare DDAL-DRW05 Uncertain Scrutiny DDAL-DRW05 Uncertain Scrutiny Show
Notes:

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
This staff is made of ice as hard as steel with a frozen skull perched at the head of it.

Staff of Frost very_rare DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
Major tier
Simple weapon, melee weapon
4 lb. 1d6 bludgeoning - versatile (1d8)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Staff of Birdcalls common WBW-DC-ROOK-1-4 Long live the goblins WBW-DC-ROOK-1-4 Long live the goblins Show
Notes:

Staff, weapon, common, simple weapon, melee weapon, minor tier

Value/Weight: 4 lb.

Details: 1d6 bludgeoning - versatile (1d8)

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Spellguard Shield very_rare CCC-ROZK-01-03 Trade Log Show
Notes:

Shield (shield), very rare (requires attunement) 6 lb. AC +2 While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Spellblade Nightsinger legendary FR-DC-CN-01 Calimshani Nights FR-DC-CN-01 Calimshani Nights Show
Notes:

(Moonblade Shortsword)
DMG'24p258
Weapon (Shortsword), legendary (requires attunement)
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Mastery: Vex
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.

Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see "Magic Items").

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals.

Illusion (Minor Property)

Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object.

Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness.

Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself.

Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes.

Attunement Rite (flavor only)
To attune to this blade the wielder has to pledge their loyalty to the Spellblades cause. To answer whenever they call and to serve as an assassin in the shadow. Otherwise the blade refuses to attune to any wielder that would deny this offering.

Dark Runes of the Blade
Nightsinger is especially sharp and has gotten only sharper with every life it took. Attack and Damage rolls are increased by an +3 as the blade leeches the life out of its targets. This thirst for sending creatures into oblivion also manifests in Nightsinger dealing an extra 3d6 Force damage.

Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20

When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand.

Nightsinger's Personality
Loyal Hound: Nightsinger is loyal towards the Spellblade's cause. If the wielder goes against a call or the will of the Spellblade's leaders it might even unattune itself after a lot of complaints.

Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder.

Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword.